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linuxgurugamer

Bug Hunter
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Everything posted by linuxgurugamer

  1. That's kind of what I was thinking. It would be really neat if something like that could be added to MM, since it deals with all that already
  2. I'm hip deep in 4 other mods right now. Besides, since the directory can't be accessed, the files still need to be copied out and somewhere else. Which means an external script Gaaah, I hate it when an idea for a new mod pops in my head. In this case, a simple mod to copy specified files to a common location if they don't exist. Would be callable by any other mod which needs files copied such as the ones I'm dealing with Actually would be configured in a text file, if done correctly, could even do it before KSP gets started with processing files
  3. Well, that would help, but unfortunately, I forgot that the zDeprecated directory was also not loaded in the DB, so for my case, it doesn't matter, I still need to copy the files Bummer, the copy process is so full of possible errors....
  4. HI, I'm working on reviving the Orbital Utility Vehicle mod. It doesn't have a real IVA, but it does have a placeholder, and there is an unofficial IVA made by @Enceos which reworked the Cupola IVA to fit the cabin. Right now I'm just curating and managing the changes that the community is making, eventually it will become a fully adopted mod. Unfortunately, while it looks great, it can't be distributed because it includes some stock textures, and it also doesn't really fit, when showing the external view, it pokes through at various points. The thread for the work right now is here: An imgur album showing the unofficial IVA is here: https://imgur.com/a/GyXl3 and a link to it is here: Enceo's IVA! Retrofitted from the copula https://www.dropbox.com/s/tav1a9v65w3lfkc/OrbitalTugIVA.rar?dl=0 This is a very unique mod, I'd like for it to be as fully developed as possible
  5. I vote for the Internal RCS mod, rather than here.
  6. What about the dependencies? In the OP, near the top: Dependencies Click Through Blocker ToolbarController
  7. Is there a way to test if a file exists? The issue is that as Squad is doing their updates and revamps, they are deprecating some parts. This causes problems for mods which depend on those parts for either cloning, textures, etc. This has affected at least two of my mods, I've had to write batch scripts which the user needs to run manually and causes problems with a non-technical user trying to incorrectly run these scripts. I've gone through the wiki, and I don't see this ability. The closest is the NEEDS, but it only looks for the following: A plugin .dll with the same assembly name. A subdirectory name under GameData. (Names with spaces can be used, just remove the spaces: GameData/My Mod/ => :NEEDS[MyMod] A FOR[Blah] defined would allow NEEDS[Blah] It's close in that it can already look for a subdirectory name under GameData, IMHO that could easily be expanded into a directory or file. If this doesn't exist, can I request that that this be added, and added soon? This problem becomes worse with each new release of KSP. Edit: There is an existing feature request asking for exactly this: https://github.com/sarbian/ModuleManager/issues/144 Edit 2 I just tested the NEEDS with a directory (I was hopeful it ight deal with multiple directories): @PART[BSLmk12SciencePod]:NEEDS[Squad/zDeprecated/Parts/Command/Mk1-2Pod] { @MODEL { @model = Squad/zDeprecated/Parts/Command/Mk1-2Pod/model } } This directory does exist in 1.7, but MM doesn't see it: [LOG 2019-05-24 07:00:53.314] Deleting root node in file BetterScienceLabsContinued/MM_DeprecatedParts node: @PART[BSLmk12SciencePod]:NEEDS[Squad/zDeprecated/Parts/Command/Mk1-2Pod] as it can't satisfy its NEEDS
  8. Ok. I've gotten the mod into a bit better shape for sharing. I've now incorporated it into my normal build methods, future alphas/betas will be in the Releases directory There are two files available for downloads. They are: OrbitalTug-1.7.0-1.3.0.zip - The mod mostly unchanged, includes my B9PartSwitch changes OrbitalTug-SeparatePatchesFromParts.zip - This version has all the patches pulled out of the part files and put into a MM_Patches directory Available here: https://github.com/linuxgurugamer/OrbitalTug/releases/tag/1.3.0 You can clone the repo and switch between versions to compare.
  9. Let's not make changes for changes sake. While I'm not totally a fan, having the patch for a particular part in it's file is not totally strange. I'm working on a minor update. No functionality changes, just doing the following for consistency: Indenting with tabs using same format as the ModuleManager.ConfigCache Removing excessive lines between parts and any patches following I'm also going to create a branch called: SeparatePatchsFromParts In this branch, I'll be pulling all the patches out of the part files and into patch files for the appropriate mods. By creating this branch, you can see both ways, and let me know how you all would like to proceed. I should have it up in about 15-20 minutes
  10. New release, 1.6.0.1 Thanks to github user for the following fixes: Fix typos for spark/twitch Changed all occurrences of OR operator "|" to the "," according to modulemanager wiki
  11. I asked a question. Not arguing. Without any knowledge of how you think they can stay solvent, I cannot even begin to understand your side. Right now, you are saying "give me everything for free". Please explain how they can do that. It's a simple question. But so far, no answer other than repeating the same thing.
  12. You still haven't answered my question: what do you want them to do, long term? How should they generate revenue in order to keep paying the employees, rent, etc.?
  13. So, what would you want them to to do? If they start giving aeverything away for free, then sometime next year there will be announced that development is shut down due to lack of funding. Or, if they keep the DLC reasonably priced which I believe it is, they continue to be able to make more DLC and improve the base game,hopefully taking advantage of new features as time goes on
  14. SXTContinued/GameData/SXT/Parts/Probes/Command/probe/
  15. Following up to my post: I will accept patches and changes in any form. Ideally they would come in as a git PR, but I recognize that not everyone is fluent in git. So the following applies: In order of preference: Patchfile via PR to git repo Direct change to file(s) vi a PR to git repo Patchfile via post in this thread (please put it into a code block) Direct change to file via an external link such as Dropbox, GoogleDrive, etc. Any other method which gets the idea across. It must be complete, you can't just say "remove fuel from yyy"
  16. The internal check done by the mods that do is done for very good reasons, but it doesn't have any relation to the external .version file which is usually included with the mod. The .version file is used for, among other things, notifying you of any updates to installed mods. The internal checks are only to be sure the mod will run properly on the game, they don't (to my knowledge) do any external checks for updates.
  17. Not sure, but you can try setting the value : minAirPressureToOpen = 10 I don't know if that will work or generate an error, please try this and let me know, it's a reasonable request
  18. For all interested, I've started integrating all the patches as well as adding the B9PartSwitch module as the primary color/fuel switcher. I didn't remove the others, but updated the configs so there won't be any conflict. The repo is here: https://github.com/linuxgurugamer/OrbitalTug If you just want to download the zip, it's here: https://github.com/linuxgurugamer/OrbitalTug/raw/master/OrbitalTug-alpha.zip For now, I'll be curating the mod (ie: being a common location managing all supplied patches). I do intend to do a full adoption in the future, but am rather busy right now. Also, I'm not too familiar with the KAS/KIS internals, so any patches which addresses those issues will be appreciated. Changes are: Merged patches by @Deimos Rast and @LeLeon Merged patch by @Starwaster Added B9PartSwitcher code, will be primary if it's there Note that the "merged" patches are still in a patch form (ie: MM patch), but are now in the full zip. As time goes on I will be doing an actual merge to eliminate the need for the patches
  19. The end of SEP was announced hours before the DLC announcement. Totally unrelated
  20. Your welcome. I'll leave the log file until you tell me you dont' need it
  21. New release, 1.4.1.2 Adjusted the bottomup node on the mk16 chute
  22. Like I said, I'll look into this later tonight. Did you try the beta I posted earlier?
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